Here's my thesis:
(1) Early religion is not necessarily a bad move at higher difficulty levels
(2) A religion-focused strategy (whether cultural, diplomatic, or military) is feasible at higher difficulty levels.
It doesn't look to me as though you've managed to do that at all.
My feeling is that what you've really demonstrated is that deliberately handicapping yourself for 12 turns is "not necessarily a bad move".
I'm trying to find the right design for a test control. I think it looks like "take the same start position, and research Polytheism at 100% for 12 turns WITHOUT discovering it." From this point on, play normally, with the restriction that you may not complete the research of Poly until Hindu has been founded elsewhere. (For comparative purposes, you might want to discover Hindu on the very next turn - salt to taste.)
Which is similar in effect to "throw away 12 turns of research".
My point being two fold
1) I don't believe one can reasonably classify discarding your first 12 turns or research as a "not a bad move". It's clearly a bad move - although depending on your skill level it may not necessarily be fatal.
2) It's not clear to me that your demonstration above differs significantly from that of the test control. The religion game changes some of the flavor, perhaps, but the major milestones in the game are unchanged (discover copper, unleash the hammers).
If I'm right about the second point, then all you are really doing is demonstrating that, given a low enough handicap, a religious opening isn't necessarily fatal. So you can take a religious start if you prefer that flavor, knowing that you can recover afterwards. Nice, but not nearly as exciting as...
A) Here's a demonstration of how to use early religion to compensate for the 12 turn lag.
B) Here's how you recover if your initial sprint misses it's target religion.